extends NodeState

@export var player: Player



func _on_process(_delta : float) -> void:
	pass


func _on_next_transitions() -> void:
	pass


func _on_enter() -> void:
	player.collisionShape.set_deferred("disabled", true)
	# 进入不允许再接收伤害
	player.damageReceiver.set_deferred("monitorable", false)

	player.animationPlayer.play(Player.ANIMATION_GROUNDED)


func _on_exit() -> void:
	player.collisionShape.set_deferred("disabled", false)
	player.damageReceiver.set_deferred("monitorable", true)
